Fixed personal crafting grid not being tossed on inventory close.
FS #355, http://www.mc-server.org/support/index.php?do=details&task_id=355 git-svn-id: http://mc-server.googlecode.com/svn/trunk@1358 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -1359,18 +1359,18 @@ void cClientHandle::SendEntityEquipment(const cEntity & a_Entity, short a_SlotNu
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void cClientHandle::SendWindowOpen(char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots)
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void cClientHandle::SendWindowClose(const cWindow & a_Window)
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{
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m_Protocol->SendWindowOpen(a_WindowID, a_WindowType, a_WindowTitle, a_NumSlots);
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m_Protocol->SendWindowClose(a_Window);
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}
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void cClientHandle::SendWindowClose(char a_WindowID)
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void cClientHandle::SendWindowOpen(char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots)
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{
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m_Protocol->SendWindowClose(a_WindowID);
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m_Protocol->SendWindowOpen(a_WindowID, a_WindowType, a_WindowTitle, a_NumSlots);
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}
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@ -125,7 +125,7 @@ public:
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void SendWeather (eWeather a_Weather);
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void SendWholeInventory (const cInventory & a_Inventory);
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void SendWholeInventory (const cWindow & a_Window);
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void SendWindowClose (char a_WindowID);
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void SendWindowClose (const cWindow & a_Window);
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void SendWindowOpen (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots);
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void SendUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
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@ -455,27 +455,8 @@ void cPlayer::OpenWindow( cWindow* a_Window )
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void cPlayer::CloseWindow(char a_WindowType)
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{
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if (m_CurrentWindow == m_InventoryWindow)
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{
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// The inventory window must not be closed and must not be even sent a close packet
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if (IsDraggingItem()) // But we need to check if player is holding anything
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{
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LOGD("Player holds item in inventory window! Dropping it...");
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TossItem(true, GetDraggingItem().m_ItemCount);
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}
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return;
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}
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if (m_CurrentWindow != NULL)
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{
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// TODO: This code should be in cChestWindow instead
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if ((a_WindowType == 1) && (m_CurrentWindow->GetWindowType() == cWindow::Chest))
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{
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int x, y, z;
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m_CurrentWindow->GetOwner()->GetBlockPos(x, y, z);
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m_World->BroadcastBlockAction(x, y, z, 1, 0, E_BLOCK_CHEST);
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}
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m_CurrentWindow->ClosedByPlayer(*this);
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}
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m_CurrentWindow = m_InventoryWindow;
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@ -96,7 +96,7 @@ public:
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virtual void SendWeather (eWeather a_Weather) = 0;
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virtual void SendWholeInventory (const cInventory & a_Inventory) = 0;
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virtual void SendWholeInventory (const cWindow & a_Window) = 0;
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virtual void SendWindowClose (char a_WindowID) = 0;
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virtual void SendWindowClose (const cWindow & a_Window) = 0;
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virtual void SendWindowOpen (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots) = 0;
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/// Returns the ServerID used for authentication through session.minecraft.net
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@ -863,11 +863,17 @@ void cProtocol125::SendWholeInventory(const cWindow & a_Window)
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void cProtocol125::SendWindowClose(char a_WindowID)
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void cProtocol125::SendWindowClose(const cWindow & a_Window)
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{
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if (a_Window.GetWindowType() == cWindow::Inventory)
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{
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// Do not send inventory-window-close
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return;
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}
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cCSLock Lock(m_CSPacket);
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WriteByte(PACKET_WINDOW_CLOSE);
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WriteByte(a_WindowID);
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WriteByte(a_Window.GetWindowID());
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Flush();
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}
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@ -73,7 +73,7 @@ public:
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virtual void SendWeather (eWeather a_Weather) override;
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virtual void SendWholeInventory (const cInventory & a_Inventory) override;
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virtual void SendWholeInventory (const cWindow & a_Window) override;
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virtual void SendWindowClose (char a_WindowID) override;
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virtual void SendWindowClose (const cWindow & a_Window) override;
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virtual void SendWindowOpen (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots) override;
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virtual AString GetAuthServerID(void) override;
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@ -556,10 +556,10 @@ void cProtocolRecognizer::SendWholeInventory(const cWindow & a_Window)
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void cProtocolRecognizer::SendWindowClose(char a_WindowID)
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void cProtocolRecognizer::SendWindowClose(const cWindow & a_Window)
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{
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ASSERT(m_Protocol != NULL);
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m_Protocol->SendWindowClose(a_WindowID);
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m_Protocol->SendWindowClose(a_Window);
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}
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@ -100,7 +100,7 @@ public:
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virtual void SendWeather (eWeather a_Weather) override;
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virtual void SendWholeInventory (const cInventory & a_Inventory) override;
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virtual void SendWholeInventory (const cWindow & a_Window) override;
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virtual void SendWindowClose (char a_WindowID) override;
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virtual void SendWindowClose (const cWindow & a_Window) override;
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virtual void SendWindowOpen (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots) override;
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virtual AString GetAuthServerID(void) override;
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@ -165,8 +165,6 @@ void cWindow::OpenedByPlayer(cPlayer & a_Player)
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void cWindow::ClosedByPlayer(cPlayer & a_Player)
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{
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ASSERT(m_WindowType != Inventory); // Inventory windows must not be closed (the client would repeat the close packet, looping forever)
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// Checks whether the player is still holding an item
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if (a_Player.IsDraggingItem())
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{
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@ -177,7 +175,7 @@ void cWindow::ClosedByPlayer(cPlayer & a_Player)
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cClientHandle * ClientHandle = a_Player.GetClientHandle();
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if (ClientHandle != NULL)
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{
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ClientHandle->SendWindowClose(m_WindowID);
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ClientHandle->SendWindowClose(*this);
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}
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{
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@ -189,7 +187,8 @@ void cWindow::ClosedByPlayer(cPlayer & a_Player)
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} // for itr - m_SlotAreas[]
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m_OpenedBy.remove(&a_Player);
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if (m_OpenedBy.empty())
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if ((m_WindowType != Inventory) && m_OpenedBy.empty())
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{
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Destroy();
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}
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@ -62,7 +62,7 @@ public:
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char GetWindowID(void) const { return m_WindowID; }
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int GetWindowType(void) const { return m_WindowType; }
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cWindowOwner * GetOwner() { return m_Owner; }
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cWindowOwner * GetOwner(void) { return m_Owner; }
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void SetOwner( cWindowOwner * a_Owner ) { m_Owner = a_Owner; }
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int GetNumSlots(void) const;
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